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authortoger5 <toger5@hotmail.de>2019-01-29 13:05:20 +0100
committertoger5 <toger5@hotmail.de>2019-01-29 13:05:20 +0100
commitef99f034b427d5b7fdb2ae4fc25579aa3c793e08 (patch)
tree98a1549e2d141da7ded621ad537e77576bf7af91 /doc/classes/RigidBody2D.xml
parent70689ebffd95ab34e45bcbfdce3f6389033bfd44 (diff)
[DOCS] rephrase impulse
- improove coordinate system explanation - define usecase
Diffstat (limited to 'doc/classes/RigidBody2D.xml')
-rw-r--r--doc/classes/RigidBody2D.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 68e78ba5d4..9b74dbedb4 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -69,7 +69,7 @@
<argument index="1" name="impulse" type="Vector2">
</argument>
<description>
- Applies a positioned impulse to the body (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied instantaneously. Both the impulse and the offset from the body origin are in global coordinates.
+ Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate dependent force. For this reason it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The position uses the rotation of the global coordinate system, but is centered at the object's origin.
</description>
</method>
<method name="apply_torque_impulse">